Team Fortress 2

Team Fortress 2

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VMT Parameter Dictionary
By Skilln't
Ever wondered how to get nice shading on your model surfaces? The key to this are vmt´s (valve material type). And in fact there are lots of parameters you should keep in mind. To get the best result the perfect combination of those is necessary.
This guide will help you understand what all the different parameters of your vmt´s do, and maybe even show you new ones.
   
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Introduction
Ever wondered how to get nice shading on your model surfaces? The key to this are vmt´s (valve material type). And in fact there are lots of parameters you should keep in mind. To get the best result the perfect combination of those is necessary.
This guide will help you understand what all the different parameters of your vmt´s do, and maybe even show you new ones.

For a comprehensive list of parameters scroll down. You can find the parameters´ names on the left column, the corresponding descriptions are located on the right column.
Some names are clickable and will show a closer look and a more in-depth explanation of the parameter when clicked (they will take you to the valve knowledgebase).
The Dictionary
Parameter
Description
Tells the engine where to find the vtf.
Is a boolean. Choose either 1 or 0 to enable/disable phong.
Phong creates diffuse reflections.
$phongexponent "x"
Basically defines the "glossiness" of a model.
Higher numbers result in more glossiness.
Sets the amount of brightness.
Defines the fresnel ranges of the phong.
X defines how reflective the polygon is when its normal aligns the view.
Z defines how reflective the polygon is when its normal is orthogonal to the view.
Y defines how reflective the polygon is halfway between those both.
$basemapalphaphongmask "x"
Is a boolean. Choose either 1 or 0 to enable/disable phongmasking.
Tells the engine to use the basemaps alpha channel for phongmasking.
Lighter values create more reflection, darker values create less reflection.
Tip: Use a black & white version of the map for nicer effects.
Is a boolean. Choose either 1 or 0 to enable/disable rimlight.
$rimlightexponent "x"
Basically defines the "glossiness" of the rimlight.
Higher numbers result in more glossiness.
$rimlightboost "x"
Sets the rimlights´ amount of brightness.
Is a boolean. Choose either 1 or 0 to enable/disable glow.
$selfillumtint "[x y z]"
Defines the glow colour.
X defines the red value,
Y defines the green value,
Z defines the blue value.
$selfillumfresnel "x"
Is a boolean. Choose either 1 or 0 to enable/disable selfillumfresnel.
$selfillumfresnelminmaxexp "[x y z]"
Like $phongfresnelranges but affects $selfillum.
Is a boolean. Choose either 1 or 0 to enable/disable translucency.
The level of translucency is affected by the basetextures alpha channel.
Is a boolean. Choose either 1 or 0 to enable/disable alphatest.
The level of translucency is affected by the basetextures alpha channel.
Is a boolean. Choose either 1 or 0 to enable/disable nocull.
Displays the texture on the other side of the model surface.
This is useful when used together with $alphatest.
Note: Nocull doubles the polycount, so better copy the faces in your modeling app and flip the normals!
Used to simulate 3D detail on a 2D surface.
Used to simulate 3D detail on a 2D surface.
Creates specular reflections.
An envmap (environment map) reflects the environment.
Using env_cubemap tells the engine to use the nearest environment map.
Tells the engine how strongly light is being reflected from the envmap, depending on the brightness of each pixel of the texture.
Lighter values create more reflection, darker values create less reflection.
Note: This wont work if used together with $bumpmap.
$basealphaenvmapmask "x"
Is a boolean. Choose either 1 or 0 to enable/disable envmapmasking.
Tells the engine to use the basemaps alpha channel for envmapmasking.
Lighter values create more reflection, darker values create less reflection.
$normalmapalphaenvmapmask "x"
Is a boolean. Choose either 1 or 0 to enable/disable envmapmasking.
Tells the engine to use the normalmaps alpha channel for envmapmasking.
Lighter values create more reflection, darker values create less reflection.

Click here[www.chameneon.com] for another version of the dictionary on the modcomp website.
63 Comments
RED 11 Oct, 2013 @ 11:50am 
thanks for the guide, it's nice to have these explained like this
Mets 22 Jun, 2013 @ 10:03am 
@Judge Dredd everything is free if you know where to search. but i give you a hint: google
miles82 22 Jun, 2013 @ 1:18am 
neat
Rhodak 21 Jun, 2013 @ 10:08am 
okay :D
TUMMY MUNCHER 21 Jun, 2013 @ 9:56am 
This is neat, I wish I knew what 90% of it meant, hahah.
I would like to start making models so I can create what weapon reskins I'd want to do....but I dunno a...relatively free or cheap program.
DexJ 21 Jun, 2013 @ 5:22am 
?
sngbrd| hope yall are doing well 21 Jun, 2013 @ 4:05am 
Someone is upset.
diego. 20 Jun, 2013 @ 3:52pm 
Without knowing what it is
diego. 20 Jun, 2013 @ 3:52pm 
I am loading the game
diego. 20 Jun, 2013 @ 3:52pm 
Hey, what is TF2Ware btw?